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Melee

Melee is combat while unarmed or using a melee weapon such as a Bat'leth or Lirpa (as opposed to a ranged weapon).
Contents
Overview[edit | edit source]
Melee Combat damage bypasses 80% of a target's shields allowing direct damage to their Hit points, making melee ideal for engaging heavily shielded targets. Additionally the majority of melee attacks have a 10% chance to Expose the target, while the finishers are Exploit attacks. This allows the melee oriented player the opportunity to do a surprising amount of damage as well as set up their traditional weapon based teammates for exploit attacks.
These advantages do come with their own corresponding disadvantages however; in both PvP and PvE, melee oriented players are strongly susceptible to roots, holds, stuns, knockbacks and leave themselves vulnerable to flanking. Care must be taken to avoid the pitfalls of melee play or you risk becoming a detriment to your team.
Combos[edit | edit source]
Melee combat is based off of a 3 strike 'combo' system; Your first strike is the weakest, this is followed by a stronger secondary attack, which is in turn followed by a Finisher. The type of attack as well as the animation are based off of the combination you choose. The attacks are default bound to the 1 and 2 keys, this gives you combo's such as 112, 122, 221, 212 etc.
In addition to the combo attacks you may also use 'Palm Strike' or 'Bat'leth Cross Strike' to knockback the target, decrease your threat, and potentially stun them. These secondary attacks are by default bound to the 3 key.
See the pages for each weapon for details on their combos.
Weapons[edit | edit source]
Type | Common | Uncommon | Rare | Very Rare | Ultra Rare | Unique | ||||||||||||
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Damage | Physical | Physical | Plasma | Physical | Psionic | Physical | Plasma | Disruptor | Toxic | Bleeding | Physical | Physical | Snow | |||||
Bat'leth | ![]() ![]() |
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Lirpa / Polearm |
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Sword / Mek'leth |
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Fist | ![]() ![]() |
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Note: Except for Snow, damage types such as plasma are in addition to normal physical damage. |
Unarmed[edit | edit source]
It is possible to engage in combat without a weapon. Without a weapon slotted, a player can use basic jabs and punches. Damage however, is limited. In addition there are abilities such as the Vulcan nerve pinch or a Gorn bite. It is also possible to use the stock of your ranged weapon to attack enemies who come into close range, or strike with unarmed attacks like palm strikes while equipped with a pistol.
The first style of melee combat is Martial Arts (Unarmed). This is activated by using a weapon slot with no weapon in it giving you access to your Martial Arts attacks. Martial Arts attacks are typically faster and harder to interrupt then their Bat'leth counterparts as well as having additional debuff affects but do less damage per strike.
Combination | Attack | Effect | Combination | Attack | Effect | |
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Left | Jab (Expose) |
Has an 80% chance to Interrupt 10% Chance to Expose |
Right | Punch (Expose) |
-100% run speed for 1 sec 10% Chance to Expose | |
Left Left |
Chin Strike (Expose) |
Root for 1 sec 10% chance to Expose |
Right Right |
Backhand (Expose) |
Root for 1 sec 10% chance to Expose | |
Left Left |
Right Left |
Uppercut (Expose) |
80% chance to Interrupt | |||
Left Left |
Chin Strike (Expose) |
Root for 1 sec 10% chance to Expose |
Right Right |
Backhand (Expose) |
Root for 1 sec 10% chance to Expose | |
Left Left Right |
Haymaker (Exploit) |
+300% Critical Chance | Right Left Right |
Snap Kick (Expose) |
Disables target for 3 secs 10% chance to Expose | |
Left Right Left |
Combined Fist (Expose) |
Knocks back targets in forward cone 3 feet 10% chance to Expose |
Right Right Left |
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Left Right Right |
Spin Kick (Exploit) |
AOE and Exploit attack | Right Left Left |
Knife Hand Chop | Basic damage + Stacking DoT |
Note: Combo information is incomplete due to testing limitations.